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State of the Project Address v3.0

So, it’s been a long while since my last big post… Sorry about that. Time to rectify away, though!

Since my last State of the Project post (way back in August of last year!?!) we’ve accomplished a whole lot! Time for a list (in pseudo-chronological order)!

Vanity/Wardrobe

We rolled out our combined version of a Vanity/Wardrobe system. While we haven’t hooked it up to the account system yet, we’ve got a solution for integrating it with the game in internal testing/review right now. In the meantime, you can save/load your creations via a bit of text. If you haven’t checked it out, you can find it here.

Housing

While housing (along with the associated streets and friend signposts) is set up and working, there’s some architectural and infrastructure stuff keeping it (and other instanced areas) from working in anything other than a test environment at the moment. I’ve been chomping at the bit to get this rolled out, but we’ll just have to wait a bit while we work out some of the other kinks.

Pathfinding

Our NPCs can move! While we still have a few bugs to work out here and there, most of the NPCs are fully functional, though we don’t have foxes working yet.

Namerizing

Eleven Wardrobe Namerizer

We requested some help from our amazing community to provide new names/descriptions to the items in the wardrobe, since that data has been lost to us. While we might have been able to simply dig around to find the lost info somewhere, we thought it might be a good opportunity to put our own (and some of your) personal touch on things. It’s closed down at the moment, but keep your eyes out for other ways you can contribute in the future (we may even open this, or something similar, back up)!

Throwaway Server – Thrown Away!

That old Throwaway Server we were always talking about? It’s no longer being actively used for development. Instead, we’ve pushed the real thing up on GitHub along with a couple of other repositories. Full disclosure though, there are still a couple of repositories we’re holding private for the moment that are necessary to run the game (if you want access to contribute, just send us a message from the info over on the Contact Us page.

Alpha Release

We finally managed to get things to a point where we could welcome people into both the forums (public) and the game (private). We’re continually adding more people to our testing group as activity levels and system stability allow, and we’re making loads of progress in getting things ready for bigger audiences. An unfortunate disclaimer though, we’ve still got a long road ahead of us along with some major changes that need to be made to our core system in order to get things ready for that next level which I’ll address a bit more later.

This also gave rise to our forums (you are signed up… right?), which has had a great turnout of former Glitchen and new players excited to get in on the action.

MMOGames Editors Choice Award for February 2015

We won! Thanks to our amazing community, we won MMOGames first ever Editors Choice Award voting, and had an interview (with yours truly) run because of it. Check it out here.

Current Happenings

Architectural Issues

You may have seen our most recent blog post regarding some of the issues we’re working on, but I’ll summarize either way. Basically, some of the features we’re taking advantage of in order to get our system working well in a distributed environment also make it perform insanely slowly. While this kind of performance doesn’t hinder a very small user base much, if we were to increase the load on the servers, things wouldn’t go very well right now.

Some experimentation has been done in order to try and improve things without rewriting our entire infrastructure to avoid use of the problem features, which has had at least a little success, but we’re still working towards better solutions and closely monitoring the respective progress by the node.js/io.js teams (did I mention we’ve been experimenting with both, and are excited about the merging of the two projects back together?).

QA2

The QA2 process has started, which means our team is combing through every single level in the game and trying to make sure every barnacle is pointing the right direction, every vendor has a nice and consistent look, and a million other tiny details that these perfectionists are keeping a close eye on. We’ve already rolled out one of the Groddle regions, and are slowly working through the rest. I’ll get one of the team members to write something up for the blog soon.

Wrap-up

We’ve been making a good bit of progress on bug fixes while we’ve been trying to sort out the big issues. We’ve also got a setup for an integrated vanity/wardrobe that we should be able to roll out relatively soon to the alpha testers and are trying to add more testers whenever possible; we’re currently up to 53 users, though there’s typically only a handful on simultaneously.

That’s all for now, folks! While progress may have slowed down a bit due to outside obligations and our fun architectural issue, be certain that we are very much committed to seeing this through, so we’ll get it working one way or another.

Congratulations! I am getting so excited over your progress. The game is working fairly well and there is so much to do. Also, the testers are getting creative and it is a joy to walk through Ur and find so many surprises. Sadly, I have been having a lot of connection issues and have no been able to play as much as I’d like but I am busy in game at every opportunity! I just cannot Thank You enough for the Joy that this project brings to me and the other Testers. Brib

I suspect this post in the forums still applies until they can get through the technical issues (https://humbaba.elevengiants.com/forum/index.php?p=/discussion/481/why-can-t-i-be-an-alpha-tester). However, I know they all want to get more testers in as the systems stabilize. Each update seems to destabilize things a bit, and then it gets better as they work on it. Historically, with each major update a handful of new testers are usually let in. Best way to get the devs attention is being active on the forums and potentially in the slack instance.

Cant wait to log in,…please remember me if you need a goofus to go in and try to break things,.. I used to be very good at killing rooks and mining sparklies!!! I am also proficient in the areas of butterfly milking and Exploring.
Thank you for all you have done and continuing to to try and help the Eleven rest, sleep, and dream us back home ♥

Finding this Glitch remake really made my day, you have no idea. Seems like every single game that holds a special place in my heart gets shut down prematurely. Soulkool (very old social site), Habbo (in it’s prime days), Zomg, Glitch, all erased from time. Thank you heaps for restoring this wonderfully unique, cheerful game.

Ahh, can’t wait until release! I couldn’t play much due to joining right before closure, but it was a true work of art! Keep working hard everyone! Hopefully I’ll be able to explore Groddle Forest once more.

Thankyou so much for all your hard work!! It’s understandable that rebuilding the game is going to be a long process, and we’ll all be with you along the way! You’ve made so much progress already, best of wishes!

Thank you for all the incredible work! This game is amazing!! I’m excited that the quality is getting better and better – and that the team has done so much! If I had a hooch for every bug or problem you’ve dealt with, we’d all be fantastically drunk.